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YorrickVander

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hitchhiker54

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About this mod

Automated player free trading and free mining with custom detail monitor interface.

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(Please report issues to http://forum.egosoft.com/viewtopic.php?t=369263 as I check there more frequently)

Yet Another Trader v0.1.4
=========================

Update to v0.1.4
----------------

Restarting Traders is required for this update for the > 20 million credit limit fix to be applied.

Fixes from 0.1.3
Fixed another bug with credit cap set above 20,000,000 breaking at staying at 20,000,000 (I'm such a noob, fixed fully now)

Fixes from 0.1.2

Fixed bug with credit cap set above 20,000,000 breaking at staying at 20,000,000 (thanks for report DaBooz)
Fixed incorrect handling of current cargo sale for autominers stopped and set to mine a specific ware with other ware (over 50% cargo space) in hold. Excess cargo below this limit can be cleared manually or by setting the ship to auto trade and it will be sold.

Fixes from 0.1.1

Output after <execute_trade bug showing null to null for 0CR fixed. Any trades in progress when reloading with new version may still generate the bugged output, this will fix itself next trade, or preferably on stop/start of the mod on each ship.

Fixes from 0.1.0

Patched the logbook spam reported from failed trades.
Added missing but intended check for cleanly clearing YAT stuff from captains assigned to a new commander.
Added 50 mill and 100 mill max budget options for more advanced traders.
Started adding requirements for ai compatability patching.


What is it?
-----------

It's an auto trader + auto miner without the problems of competing for Captain command menu space, opting instead for using an extended Main Menu > 4 and custom detail monitor menus. These are modified versions of some decompiled vanilla lua rather than built with LibMJ.

Why another auto trader/miner?
------------------------------

Euclid and John Luke Picard have both written great mods. Using both I found I liked certain aspects of each and wanted them combined. The mod started life as a private version of Euclid's trader that could use any trade ship but things got out of hand... The ai for the trader is not taken from either mod.

Known Issues
------------

v0.1.2 - the following error spew will be seen when the <execute_trade bug occurs. Sadly I cannot avoid this but it may be fixed soon as ES are aware of the issue.
[General] ======================================
[=ERROR=] Error in MD cue md.Notifications.PlayerFactionTradeCompleted_Actions<inst:1a0da>: Property lookup failed: $trade.buyer
* Expression: $trade.buyer.owner == faction.player and $trade.seller.owner == faction.player
[General] ======================================
[General] ======================================
[=ERROR=] Error in MD cue md.Notifications.PlayerFactionTradeCompleted_Actions<inst:1a0da>: Property lookup failed: $trade.seller
* Expression: $trade.buyer.owner == faction.player and $trade.seller.owner == faction.player
[General] ======================================
[General] ======================================
[=ERROR=] Error in MD cue md.Notifications.PlayerFactionTradeCompleted_Actions<inst:1a0da>: Property lookup failed: $trade.buyer
* Expression: $trade.buyer.commander == $trade.seller or $trade.seller.commander == $trade.buyer
[General] ======================================
[General] ======================================
[=ERROR=] Error in MD cue md.Notifications.PlayerFactionTradeCompleted_Actions<inst:1a0da>: Property lookup failed: $trade.seller
* Expression: $trade.buyer.commander == $trade.seller or $trade.seller.commander == $trade.buyer
[General] ======================================
[General] ======================================
[=ERROR=] Error in MD cue md.Notifications.PlayerFactionTradeCompleted_Actions<inst:1a0da>: Property lookup failed: $trade.seller
* Expression: $trade.buyer.commander == $trade.seller or $trade.seller.commander == $trade.buyer
[General] ======================================

Only L + XL ships supported in v0.1.0, M ship support planned for update after more testing and any bug fixes for the main code.

No localisation (sorry). Soon(tm).

How to use
----------

The "Main Menu > 4 Trading" option is now "Main Menu > 4) Trade Manager" and this is the root of the controls. Nothing is added to the Captain's conversation menus. This provides the options :

1) Trading - The standard trading monitor as called by SHIFT+T
2) Trade Management - The main auto trade menu
3) Trade Overview - List of trade ships, with range, role, home zone + budget cap shown

5) (Back)
6) (Close)

Trade Management :

1) Add Ship - Choose a ship for auto trade or mining
2) Remove Ship - Remove a ship from the manager (for completeness join squad + assign commander + come back on board also trigger this).
3) Ship Config - Change the ships range, budget cap and home zone.

5) (Back)
6) (Close)

Ship Config :
Select ship from list and choose attribute

Ranges
------

Miners only choose between cluster + galaxy range as they roam the cluster in search of wares.

Budgets
-------

Captains use their own accounts to trade, so if your new trader has no cargo give them some money after adding the ship. (Property Menu > Ship > Details > Captain > Details > Current budget > Change.) You can also manually remove funds from each Captain in this way regardless of the credit cap set. I'd recommend an absolute minimum of 100,000Cr in the Captain's budget as more units bought = more profit. The credit cap defaults to 10 million for traders and 100 thousand for miners as miners only need to buy fuel. This can be set to a custom level in Ship Config options but be advised that ship loss will also lose this wallet money when the captain dies. All money in the Captain's account is automatically transferred to the player on stopping the trader/miner. The captain will transfer any excess money to you silently on sale completion so check your logbook for exact transfer amounts.

Ships + squad
-------------

The Trade Manager requires ships to be out of squad to be added. Any cargo carrying ship is eligible to auto trade or mine except Construction Vessels; split and multi cargo vessels trade their full range of wares. Mining ships reqire at least 10 drones for each mining ware type they can carry (bulk + liquid). The ships should also not be refuelling or any other task or the selection menu will not list them. "Wait", "Follow" and "None" are valid captain orders and out of squad. Mining ships yields (gather rate) are calculated from number of mining drones and quality of the drones (MkI or MkII).

Movement and fuel
-----------------

All ships use the vanilla code for moving to destination and docking to trade so pass any commentary about this to Egosoft. Your ships will auto refuel after trade completion if they have less than 1200 fuel cells left so you won't get bugged by Captains who can't make the next jump unless the Captain's wallet is empty.

Home Zone
---------

Currently only used by Miner tasked ships when trading galaxy wide. The ship will return to 'home' before looking for new resources to mine if they have finished a sale in a different cluster. Home can be set in Ship Config and defaults to the zone the ship was in when ordered to mine.

Trade info
----------

All messages from your Captains will be sent to the logbook in General section. Minimal feedback via the event monitor is given for adding new ships and config changes as it's very annoying mid fight to loose your radar just so a smug feller can tell you something you don't care about right then and there.

Uninstalling
------------

Stop all your trade/miner ships to get your money back and clear any special blackboarded info. Remove mod.